Custom Track Issues

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SebR
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Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 10:16 pm

This is a copy of an old ORP post and new fix will come too

List of fixed custom tracks by SebR

airgarden (low COM cars)
aperture laboratories (low COM cars)
aperture laboratories 2 (low COM cars)
at home (pos-nodes & track zones)
aztec (low COM cars)
barbie world (low COM cars)
beach (low COM cars)
bodyguard (low COM cars)
boogie beach (low COM cars)
bossa nova (low COM cars)
Canyon Run (pos-nodes & add reversed way)
castle keepers (low COM cars)
Christmas Globe (low COM cars)
Christmas Lights (pure black skybox)
Downhill Jam (teleporter & start grid from 9 to 12 car)
FIDDLERS ON THE ROOF (bad NCP)
Floating Temple (add reversed way)
Freestoyle (object thrower)
frostbite (add reversed way)
Garage.zip (sprinkler hose + sprinkler ID missmatch)
Himalaya highway (track zones, repo trigger & ai-nodes)
Illusion (teleporter)
Isola Verde (ai-nodes)
Kadish Sprint (track zones)
Medieval (pos-nodes)
MIAMI GRAND PRIX (track zones)
Nhood Grimm (pos-nodes in reversed way)
Opera House (pose-nodes & track zones)
PetroVolt (pos-nodes)
quake (track zones)
Pyron's Realm (teleporter & ai-nodes)
RV-Simo On-Road Track (bad NCP)
small village (bad FOB file structure)
SuperMarket 3 (no more need to ust .BAT installer)
The Big adventures (abc block + sprinkler proximity bug)
The Catacombs (pos-nodes)
The Mines Of Alderon (track zones)
The Watchers (track zones)
Touge Drift (track zones, ai-nodes & reversed way)
Toy World-Aquatica (track zones)
Ultra Goblin (bad WAV bitrat)
Unit51 (pos-nodes)
Wargod Fortress (teleporter)
x1_abandon_ship (Farce Fields)
Zach's Garden (full custom ready to use)
zero degrees (add reversed way)


From MARV 2 ways to fix camera glich on Images of Giza [rename it to images.ncp and move it to .../levels/images/]:
- Remove the camera collision property : The walls still collide with cars and objects but the camera is not affected
- Remove the wall collision completely : Neither the cars, nor the camera collide with the walls. They're still there visually, though


29 May 2012, 21:37

About Freestoyle isue Huki and Jig already found why
it's about the object : "object thrower" who can't be used with planet ...
on previous realease and v1.1 the object was loaded only when needed but in last alpha objects are loaded at the start ... we didn't found this isue with previous alpha on freestoyle because this object is on the top of the track and we can't go on it B)

On Wargod Fortress it's a track'c creator mistake about track zone ( normaly that shouldn't work on previous alpha and rv1.1 but it was working :blink: )
The Transporter srart on track zone ID 37 and finish on track zone ID 38 ... I move ID 38 after transporter and expand ID37 and now it's work fine B)
Last edited by SebR on Tue Dec 26, 2017 1:51 pm, edited 8 times in total.
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SebR
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Re: Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 10:18 pm

03 Jun 2012, 16:41

Freestoyle; Illusion and Wargod Fortress Updates for last beta

:P

EDIT(Marv): I moved this one to the WIP forum. I'll also move the other topic here, I think it feels better.
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Re: Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 10:19 pm

07 Jun 2012, 22:30

Downhill Jam update for last beta, 2 bugs

- teleporter ...
- bad start for ai-cars 9 to 11 in single player mode ...

working on Pyron's Realm ...

Édithe quand tu nous tiens ...

Pyron's Realm update for last beta, 2 bugs (no wolfr4 files)

- teleporter
- ai-nodes : now all car have a tiny chance finish race, but still need big improvement :P
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SebR
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Re: Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 10:20 pm

20 Jun 2012, 20:55

Supermarket 3 work fine for me
don't forget that there are missing files in the archive, but a "Install.bat" was added by Kilo to copy them from market battle ... (56K modem time, everybody was looking for tiniest zip files ;-) )

Code: Select all

rem Installation of Supermarket 3 
@echo off
copy ..\markar\markar.w supermarket3.*
copy ..\markar\markar.ncp supermarket3.*
copy ..\markar\markara.bm* supermarket3a.*
copy ..\markar\markarb.bm* supermarket3b.*
copy ..\markar\markarc.bm* supermarket3c.*
copy ..\markar\markard.bm* supermarket3d.*
copy ..\markar\markare.bm* supermarket3e.*
copy ..\markar\markarf.bm* supermarket3f.*
copy ..\markar\markarh.bm* supermarket3h.*
copy ..\markar\markari.bm* supermarket3i.*

Edit : not Supermarket 2 but market battle thx VaiDuX461
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Re: Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 10:23 pm

22 Jun 2012, 22:13
Dave-o-rama @ Jun 22 2012, 02:31 PM wrote:
People wrote:Supermarket 3 and it's pain in the neck-ness to install
Maybe someone should download that track, install it, then upload the installed version to save everyone the trouble of playing with .bat files.
=> SuperMarket 3

Anything else ? :P
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Re: Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 10:26 pm

18 Jul 2012, 20:40
Phantom @ Jul 18 2012, 09:30 AM wrote:Re-Volt 0405 crashes for me and for mmud when driving on Isola Verde.
For me, it does right before the slide part (pretty close to the end of a lap).
For mmud, at the spot where you can go either left or right around the tower.

Thx.
Already fix but never realeased

=> Isola Verde

:P
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Re: Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 10:27 pm

13 Aug 2012, 17:08

Alpha 12.0802 red X bug fix

Nhood Grimm
After the start line you have to go downstairs and on the middle of the lap you are suposed to jump over it in reverse way. But Pose Node ask you to go downstairs againe before go back to normal way <_< Now you can jump without any Red X

The Catacombs
If you go down to the guillotine (instead of straight upstairs) you get the red X because of bad link on 2 pos node too much close, delet one and re-made links

Canyon Run
Shortcut way not set with pos node, with the last Alpha you become too far from normal way => red X
Add Shortcut way with pos node (but not with ai node) so you can use it but Ai cars can't find it as before :lol:
bonnus : you can now drive it in reverse B)


Didn't find anything wrong on At Home :blink: No new red X ... realy need to know how you get it mmudshark :unsure:
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Re: Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 10:29 pm

13 Aug 2012, 23:41
Skarma @ Aug 13 2012, 04:52 PM wrote: Quake! has been affected by the patch too now...
Nice find Skarma : it's a track zone missing ... And now I can say that the last build introduce a new bug => we can't have 2 track zone with the same ID, the first work the secound not even if it linked to the first :ph43r:

quake

And 3 new link : no bugfix only custom track that I add reversed way :P

frostbite
Floating Temple
zero degrees


edit : mmudshark I'll take a look at your shortcut as soon as possible (first I need to find it ;) )

edit : If I'm right the shortcut is here
Image
It's exactly the same thing as in Canyon run => at home
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Re: Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 10:34 pm

14 Aug 2012, 03:21
Abc wrote:also petro volt haves problems, two places: car looby(unsure) and the gas pumps.
many tracks need cam :)
Huki @ Aug 14 2012, 01:28 AM wrote: @sebr: Oh thanks for fixing these tracks (yep, there were no posnodes for the shortcut/alternate routes). But I've already removed the recent changes that were causing these issues, So if you find any more problematic tracks, just wait for the next release and they should be working as before.
sebr wrote:And now I can say that the last build introduce a new bug => we can't have 2 track zone with the same ID, the first work the secound not even if it linked to the first
Ok, the next release should fix this one too...
Happy to read that, it's just funny to find what goes wrong and fix it ...

Thx Dave :D but you forgot At Home link in your list under the picture
And a new one => PetroVolt
Last edited by SebR on Thu Dec 21, 2017 7:54 pm, edited 1 time in total.
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Re: Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 10:36 pm

14 Sep 2012, 22:37

Abc found a new bug on At Home track
all AI cars get stuck around the 3 barrels
cause : strainge track zone :o (the ID15 was a little too big)

I uploaded a new zip file, the old link still valid :P
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Re: Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 10:38 pm

15 Sep 2012, 21:21
Dr.Pepper wrote:The Mines of Alderon still doesn't work.. The AI gets stuck when they try to climb on the plank to the boat, they instead go around in circles clueless. :(
The Mines Of Alderon

New track zone probleme ... set just upper of the floor ...

Unit51

only fix red X on U turn ... pos node too far from short U turn
don't find any bad repositionning :unsure:
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Re: Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 10:39 pm

20 Oct 2012, 19:27

Big thx to Jig's blender plug-in
Here are some Lego based tracks (and others) with updated track-zone for low COM cars (Bimota-tesi, Bird, Bike...)

airgarden
aperture laboratories
aperture laboratories 2
aztec
barbie world
beach
bodyguard
boogie beach
bossa nova
castle keepers

more will come :P
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Re: Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 10:40 pm

21 Oct 2012, 16:46

do you remember this on Christmas Lights ?
Image

I don't know if someone already find the solution : Removing all pure black on skymap and everything become ok

Christmas Lights
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Re: Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 10:58 pm

17 Nov 2012, 16:03

new low COM fix

Christmas Globe


bonnus phoenix r3 conversion

Zach's Garden


Abc @ Nov 13 2012, 10:06 PM wrote:
Dave-o-rama @ Nov 4 2012, 02:48 PM wrote:
Abc @ Nov 4 2012, 08:35 AM wrote: Hey, I been having HUGE problems with Floating Temples
my client seem to refuse to transfer input from cars

happens everywhere on multiplayer
I can't see everyone else moving, and they can't see me moving
even on spec I have the same prob
I have Floating Temples with sebr's Reversed.
Only on Multiplayer
Sounds like internet connection issues.
is not the internet, i have checked, and it happens everytime

EDIT: RV was crashing on windows 8: fix: switch Mss32.dll to 6.0m
I tried with Abc and it's true there is something strainge, on other tracks i can play with him but on Floating Temples and Canyon Run I can't see him moving. He stay at start line and it's the same for him about me. With Changeling cheat : each time he change car i can see it (but no car move) and all bonnus work against him, realy easy to use with a no moving car ... :unsure:
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Re: Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 11:04 pm

01 Apr 2013, 14:54
mmudshark wrote:Hi;

I'm having problems with one of the April Months tracks...X1 Abandon Ship.
If I don't make the little levitation jump I get stuck in repo.
Could it be fixed please?

Thanks
You get stuck on Farce Fields zone
On 2 special places who 2 Farce Fields work together ...
I turn them to have only 1 Farce Fields on each parts of the track
(I hope I don't breack author's feeling)

x1_abandon_ship
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Re: Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 11:06 pm

07 Jun 2014, 19:31
LC Frome Revolt race chat wrote:There are 2 tracks now that do not work with 14.0304, Small Village and The Big Adventures
small village fix : was a fob file miss match, load it on rv14 makeitgood and save it, now work eveywhere


The Big adventures fix : abc block dont agree to be too close than sprinkler

note : originals files are on "old" subfolder
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Re: Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 11:08 pm

30 Aug 2014, 16:40

Link is dead and files lost...

So i redo the fix made by Huki => Opera House

With a little better AI at start and add bad jump repo fix...
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Re: Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 11:13 pm

03 Nov 2014, 20:04
mmudshark wrote:A problem was discovered while racing Garage track (by Choupinou) yesterday. One of the racers drove over the garden hose near the end of the lap and it crashed revolt.
We tested this several times and the game crashed every time someone drove over that hose. My offline test vid

I don't know if this happens with all versions of revolt as I've raced on that track for years but don't recall going over that spot. The races were done using v13.0820 and my offline tests using the 13.0820 & 14.0306.
I do realize the solution is not to drive over that, but it would be nice if that problem was fixable. :)
Kenny wrote:The game expects the sprinkler and the hose object to be linked together via the same ID. However this is not the case in the Garage track, they have different IDs.

And since the game is missing proper error handling for this case, it just crashes. It would be nice to have a more dynamic/descriptive object system in the future but I guess for now people should just watch out for this stuff.

So yeah, to fix this just assign the sprinkler to the same ID as the hose or vice versa in Makeitgood Object mode (I would upload my fixed file but there are no attachements here and I dont feel like putting it on a filehoster right now).
Garage.zip

thx Kenny finding this
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Re: Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 11:20 pm

11 Nov 2014, 15:43
mmudshark @ Sep 5 2014, 11:54 PM wrote:
sebr @ Sep 4 2014, 06:15 PM wrote:can you give me a screen plz ?
This is after you go up the narrow ramp and then jump down. If you go through the curtains you get the X which I don't think is an error by the track maker. I just wanted to know which part of the track needed the repo fix.

Opera pic
New new Opera fix ;)
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Re: Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 11:22 pm

10 Dec 2014, 20:13
Kipy @ Dec 10 2014, 06:11 PM wrote: Dunno it's whatever or not, but I'll post here this one:
This is shows up in online and offline races as well.
(Version: beta)
http://www.youtube.com/watch?v=EUU_HzYm08E
come from NHOOD GRIMM :P
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Re: Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 11:26 pm

12 Dec 2014, 23:04
Kenny @ Dec 12 2014, 10:41 PM wrote: [...]
Even reversed tracks had to be added as seperate tracks which is a waste of file space and pollutes the track selection.
[...]
why add reversed track as seperate tracks ????

REVERSED folder work on EVERY revolt version since 1.0 ...
(you just need to use TRACKER cheat and start a reversed stock track first on old revolt)

Or I misunderstood something :huh:
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Re: Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 11:29 pm

14 Feb 2015, 12:35
Santiii727 @ Feb 10 2015, 04:47 AM wrote: Hello, I found this in 2x by Ricky

[BBvideo]http://www.youtube.com/watch?v=ywLqaBNztJI[/BBvideo]
It's not a damaged world file, because it has EXACTLY the same shape as his NCP file.

BUT "2x.fin" ask for a missing instance : "2x.prm"

AND the readme say : "One of the texture pictures I took with a digital camera the other is from gogle.com" but we have only 1 texture so :
- "2xc.bmp" is missing because world file is asking for it
- "2xa.bmp" is missing, do you know a track maker who don't start from "a" texture ?
- and may be another 1 is missing ...
Last edited by SebR on Thu Dec 21, 2017 8:27 pm, edited 1 time in total.
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Re: Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 11:31 pm

17 Nov 2016, 23:27

Ok I found the bug
Hil used compressed wav on his custom folder :huh: at 88kbit/s and standart wav are at 352kbit/s bitrate

So I use Audacity to change bitrate ...

Ultra Goblin

note : wicked VaiDuX461 faster than me ;)
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Re: Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 11:32 pm

27 Nov 2016, 15:47
Santiii727 @ 26 Nov 2016, 11:41 PM wrote: Terminus full custom for RVGL

Terminus

Note: Fixed sfx sounds with audacity.
I never get any sound error on Terminus full custom on RVGL

Can you tell us more about this ?

note: I found the practice star ... realy need to look everywhere :P
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Re: Custom Track Issues

Unread post by SebR » Thu Dec 07, 2017 11:33 pm

11 Mar 2017, 19:28

On Medieval track, in DEV mode you get the message "start over finish line"

Just add a pos-node in front of start line and set it as the first one...

================================================================
On Touge Drift when you got the red X you can feel lost and never replaced at the right place

Replacing the big Track Zone 0 by 37 litles ones from 0 to 35

be carefull stay on the road no cut allowed B)

And I add reversed way
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